Skip to main content

Preparing for Rigging - My Character Design Process for Puppet, Bone Rig 2D Animation in Reallusion's Cartoon Animator (Part 2)

Composite image of my Bikini Girl Character in Inkscape half 'inked' and half showing the underlying, vector wireframe.

I'm not known for my super fast character design for Cartoon Animator. It's why I constantly look for short cuts in rigging characters because I get bored or distract... squirrel!

In this second post on rigging my first, complete G3-SVG vector character I'll run you through how I take my initial, 'inked' using Inkscape design, from part 1 of this series, and break it up into the key sprite body parts.

Marking the Joints

The main image for this post at the top of the article is a little deceptive as it shows a composite of my, mostly, complete character divided in half so you can see the underlying vector lines - totally for effect to create an interesting image.

Imagine this image is still just the half image I traced and colored from last time. The next step is to create a joint layer and mark where all my joints (i.e. bone points) will be with my semi-transparent circular crosshairs that you can see in the image. But only on one side, remember. All of this will be mirrored when complete.

Detail image of my characters arm showing the placement of my circular crosshair joint markers.
Detail image of my characters arm showing the placement
of my circular crosshair joint markers.

The purpose of these crosshairs is to mark the center point for the bone placement and then to create a circular region around the bone point that will create an almost seamless joint between each sprite.

The circular area, generally, should be as large as possible without going outside the boundary of the character's shape. Once the two sprites are pinned together the joint works like a hinge and should look fine in any natural pose of the character.

Note that I am designing this character to have bone hands but, as of writing this, each of the characters fingers are a full sprite. I've yet to separate them into the smaller joint segments.

Dividing Up the Body Into Sprites

If you recall I drew my character's body as one complete shape. My next step is to cut this up into sprites. It's a little tricky, and time consuming but I actually find this method easier than separating the character into sprites as I go.

Figure 1: Image sequence showing how I slice up my character's body shape into the various body part, sprite shapes.
Figure 1: Sequence showing how I
create my sprites joints.
It involves duplicating a line from my crosshairs that I use to cut the body sprite at the joint (see image 1 of Figure 1) using the 'Division' path function. Make sure you move the duplicate line to the same layer as the body shape if you're going to try this).

This slices the image in two where my crosshair line was (see image 2 of Figure 1). The crosshair line itself will vanish which is why I work with a duplicate.

Next I'll make a duplicate of the circle part of my crosshair, hide the section of the body I'm not working on just yet. In this case that's the upper leg (see image 3 of Figure 1).

I'll then color this circle with the same fill and line color of my body shape. I'll then make a duplicate of this circle that I'll use for the upper limb, once I've completed the lower limb (make sure the two circles are perfectly aligned).

Finally I'll combine my circle with the end of the body part I'm working on - in this case the right shank or lower right leg - by selecting the circle and the body part and executing a 'Union' path function on them (see image 4 of Figure 1).

This creates a perfectly round end to my sprite.

I'll then use the duplicate circle and combine that with the upper part of the same limb - in this case the right thigh - giving a perfectly round end to that sprite too.

Demonstration of how to create a joint when a character has outlines.
Figure 2 - Demonstration of how to create a
joint when a character has outlines that you
want to minimise the line break points.
I'll go around and do this for all my joints.

Note that if you're creating a character with outlines you can sometimes create the illusion of unbroken lines if you make one end of a sprite circular and the adjoining end flat but covering half of the circle (see Figure 2).

Adding Highlights and Shadows

Exploded, detail view of my character's sprites.
Detail view of most of my character's main sprites
with highlights and shadows added, and sprites
like the torso and face combined into one sprite.
Once I've divided up all my sprites I'll then go through and either add more highlights and shadows or fix any that I've already included so that they don't bleed over into my joint circle areas. 

Minimising shading or highlights around your joints will help prevent any unexpected lines when limbs start moving around. Although if you study figure 2 (in the previous section) and apply those principles for the outlines to shadows and highlights, it can work quite seamlessly.

Once these are done I'm ready to mirror the entire design so I have a complete character. This is simply a case of selecting all my character parts, duplicating and flipping them vertically.

After I've lined up the two halves of the character I'll join the two halves of the torso/hip sprite together with a Union path function. I'll do the same with the face, back hair, front hair, nose, and mouth.

Next Steps...

Although it looks like I'm close to rigging the character I still need to create all my eye and mouth sprite expressions. I'm hoping that won't take too long given how much easier it is to modify vectors into different shapes.

Hopefully in the next post I'll be able to put all my sprites into Reallusion's Front Facing Character template and complete a first test animation.

Comments

Popular posts from this blog

Eight 2D Animation Apps For Your Phone or Tablet Mobile Device

M obile productivity apps have become so capable that they can be great alternatives to their PC/MAC equivalents or serve as great tools in their own right when you're away from your desk. While some apps simply mimic their desktop counterparts, others offer well thought out, touch-friendly interfaces that are easier and more fun to use. Every so often I check out what's available for 2D animation for Android devices, since that's what I use, that can complement my workflow with Reallusion's Cartoon Animator 5. Some may be available for Apple devices as well. Below I've listed six free (F) apps (with optional paid (P) upgrades) on the Google Play Store that you might want to explore. Some are just fun apps on their own while others may be useful as part of your workflow on bigger animation projects. Not all are exclusively animation apps and could be used on any production. JotterPad (F/P) The name JotterPad makes this sound like a notepad application but it's ...

Inochi2D - Free Open Source 2D VTuber Avatar Rigging and Puppeteering Software (Part 2 - Inochi2D Session)

In part one of my deep dive into the free VTuber software, Inochi2D , I focused mainly on Inochi2D Creator, which is used for rigging your character avatar in the correct file format for use with Inochi2D Session, the puppeteering part of the software. The two sides of the software are still very much in development and the documentation, particularly for Session, is very thin on the ground. To the point where I don't think I could even do a comprehensive tutorial because I'm not sure I'm even doing things right, and the software could change significantly in a single update. As a result, in this part of my Inochi2D deep dive I'm changing tact from presenting my finished Cartoon Animator TET Avatar, and will be summarizing my experience of getting Session up and running using OpenSeeFace as the recommended webcam motion capture software. To do this I will be using  the TET avatar I created in my review of Mannequin , since that can be exported as a full, ready to go r...

Review: Animaker - 10X Better than other Online Animation Video Making software (#DIY)... or is it?

Animaker's bold claim, right on its homepage is that it's  10X Better than other Online Animation Video Making software (#DIY). Also featured on their homepage is a cool promotional video that's dynamic, full of charming lip synced characters, with high quality animation that matches perfectly to the story being told. If I could make anything even half as good with their studio, I'll at least buy that they're better than most of their competitors. Let's see if they live up to their tagline 'Animated Videos, Done Right!' Animaker is a flash based, cloud animation studio application that gives you access to an entire library of thousands of characters, props, backgrounds, sounds and more, to create almost any kind of 2D animated video. In fact they make the bold claim that theirs is the largest animated library in the world of any similar online application (it's not... or if it actually is, it's not as versatile as other comparable librari...

The Family Guy Method - Animating Talking Hand Gestures in Cartoon Animator

Once you start getting into character animation you learn pretty quickly that people don't just speak with their mouths. Hand gestures and movements play a pretty important part of how people communicate too. The problem is, animating hand gestures and movements is extremely time consuming... and who knows what gestures and movements should be used and when? In Reallusion's Cartoon Animator I use pre-animated talking character motions that I chop and move gestures around so the arm and hand movements 'feel' right based on my own understanding of body language (and I also act out dialogue to get a sense of what arm and hand movements I might make with what's being spoken). Recently I came across a video by the creator of Culpamland Extra , an online animated series, in which they briefly outlined how they animate talking using the Family Guy Method. I'd never heard of this, and if you try to search for it online you'll be hard pressed to find anything. So I...

Review: Headshot Plugin for Reallusion's Character Creator 3

Headshot for CC3. Quite possibly the best 3D Avatar I've made of myself in any 3D application. Creating a realistic 3D human avatar is a whole lot easier with Reallusion's new Headshot Plugin for Character Creator 3. The plugin is an AI powered extension that can generate 3D digital humans from one photo. Which sounds like an amazing proposition but, in practice, if you're trying to achieve a specific likeness to an actual person, Headshot will give you an excellent base to work from. Headshot has two modes, Auto and Pro. Auto Mode Auto is well worth a try if you have an ideal photo of a front facing person that is properly lit and posed to Headshot's optimum requirements. It's also the only mode that will take a crack at generating a hair model. I grabbed an image of Harrison Ford, dragged it into Headshot without changing any of the default settings (other than specifying 'male' and selecting an 'old male' setting) and this is what I...

Moho 14 Released - Still the Best 2D Animation Software for Indy Animators on a Budget

Moho 14 Released. Regular readers know I am a Reallusion, Cartoon Animator advocate through and through. Hands down I would recommend Cartoon Animator 5 first over Lost Marble's Moho 14 to anyone who is just starting in 2D animation, is a team of one, or just needs to animate as quickly as possible. However, feature for feature, Moho is, arguably, the best 2D animation software for the rest of us who can't justify a Toon Boom Harmony , or Adobe Creative Cloud subscription (and even with their applications Moho is very competitive on features). You can get started with Moho Debut for just USD$59.99 which is a cut down version of Moho Pro but it still has the most essential features needed for 2D animation. While Moho Pro is a whopping USD$399.99 (Cartoon Animator, which only has one version, is just USD$149.00) upgrades to new version numbers come down to a quarter of the price at USD$99.00. Even though Reallusion just released features like Motion Pilot Puppet Animation and...

KIT Scenarist - Free, Open Source, Screenwriting Software that Helps Research Your Ideas Too

KIT Scenarist Script Writing Software's Mascot, Alexander Cat. While you can write a script in any word processing app, if you're writing stories (screenplays) that feature characters and dialogue, a dedicated script writing app can save a lot of time formatting, letting you focus more on the actual story. Script writing apps are also very useful if you plan to send your screenplays out to production companies, or if you're collaborating with actors and other production people, who are used to scripts being in a particular standard format.  [Note: In case you're wondering there are reasons scripts follow a standard format and are always written in Courier (typewriter) font, including but not limited to; being easy to read by actors, plenty of space for notes, and the general rule that one page of a script (in this format) equals approximately one minute of screen time.] KIT Scenarist , in my opinion, is one of the best script writing apps out there for ease of use, simp...